Paladin – Can wield weapons with sharp and pointy bitsHeretic – At each spell level replace one cleric spell with a spell from the same level magic user spellElementalist – Can also turn elementals as undeadDragon-Priest – Can Tell and Dominate dragons, drakes, wyverns and other associated creatures (and potentially kobolds) as an evil cleric controls undead.Dervish – Can frenzy in battle 1/day: +2 AC, +1 to hit and damageDivine Light – Turn undead at +2 levelsHealer – +1 hp / die on all healing spellsPriest – +2 caster levels, cannot wear armour, can only wield clubs, staves and daggers.Focused +10% to XP

Fighter Subclasses

Hunter – Can track in the wildernessSwashbuckler – +1 AC in chain or lighter armourHulk – +2 melee damage, -1 initiativeBerserker – Can frenzy in battle 1/day: +2 to hit and damageArcher – +1 to hit and damage with bowsMilitia – +1 to hit and damage with crossbows and polearmsMarine – +1 AC in leather armour, +1 to hit and damage with club and cutlassHorseman – +1 to hit and damage from horseback, good judge of horseflesh (roll mount hit points twice, take the better)Pit Fighter – Can treat off-hand weapon as a shieldSentinel – -1 chance to be surprisedFocused +10% to XP